/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task.
virtual void DispatchParallelTickPose ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )